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samba_liten

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About samba_liten

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    Ordinary seaman
  • Birthday 07/18/1980

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  1. Am I the only one that misses it? The new system seems bland and dumbed down by comparison.
  2. Why do ai ships have to randomly spawn? Why can't they follow some logical behavior? Lack of X in port Y = ai traders see a chance to cash in and more of them head there, bringing X from ports that have a surplus, and so on.
  3. And, to elaborate, without international trade, why would I ever leave the safe areas? With it, other nations would have a chance to catch me in the national waters of a 3rd nation, where they can attack me.
  4. samba_liten

    What Quality of Life Features do Merchants Want?

    Which is why I'm starting to wonder why we need the open world at all. PVP players are unhappy at having to spend time looking for kills and traders are unhappy because the open world has very little of interest to them. Just forget the open world and go back to being world of sailships.
  5. So trading is infuriating now. It seems prices only update when the server updates, which twice now has caught me mid trade run, meaning that by the time i get to my destination the goods I brought sell at a huge loss inducing 1 real. Last time was Wednesday. I left those goods in the warehouse, and finally got to sell them today (Saturday). Also, the fact that, as far as I understand, the main idea behind the trade system is to bring goods from other ports to the capital seems, at the moment, to mean that more often than not, the capital is flooded with goods. International trade is impossible since nations are at permanent war with each other.
  6. samba_liten

    Operations: Welcome to the Caribbean - suggestions

    My 2p on the clan thing. I have no interest in joining a clan, and would resent the game forcing me to do so. Creating my own clan is fine (I've already done so, just for fun), but that seems pointless for most people.
  7. See picture below. So, in Gustavia there are over 800 units of cacao. So many units that the price you can sell for is 1. The price to buy 1 unit is over 12k. Why? If there is such a surplus, surely the buy and sell price would both be low? New Bitmap Image.bmp
  8. I'll try to elaborate once I see that post.
  9. My 2p. The weight of the resources (100 for most) means more wasted space in trader holds. It also means that fighting ships have less opportunity to pick goods up from sunk merchants. The streamlined crafting is nice i guess in a meh sort of way. I actually preferred the old one. Love me some historical detail! Trading makes little sense to me at the moment. In Gustavia one type of good has accumulated, driving the sell price down to 1, where it has stayed for days on end, since no sane trader would buy for the way too high buy price. Shouldn't a glut also drive the buy price down?
  10. Since i keep adding stuff at random times, from now on the new additions will be highlighted in green in the two posts containing my ideas.
  11. One more: Related to the above, relevant illnesses, such as scurvy, should be modeled, along with preventives, such as vitamin c rich fruits.
  12. The first post is becoming rather long, so I've decided to add some more points here, in a new post. This post will deal with the economy, the way I'd like to see it work. Master list of goods Primary Secondary Master list of buildings Building Upgrades When first constructed a building is level 1. To construct a building costs money. On construction of certain buildings, the owner is required to specify the desired output. The owner can change the desired output when desired after construction. A newly constructed building is empty, and won't produce anything until the required resources are provided. A level 1 building consumes (for example)10 units of each required primary resource per 24 hours of real time, and the same quantity of secondary resources per week of real time. To upgrade a building to level 2 requires a new investment of money. A level 2 building consumes (for example) 20 units of each required resource per 24 hours of real time, and the same quantity of secondary resources per week of real time. To upgrade a building to level 3 requires a new investment of money. A level 3 building consumes (for example) 60 units of each required resource per 24 hours of real time, and the same quantity of secondary resources per week of real time. I'll deal with the economy of each region in turn, from north to south, starting with: North Carolina South Carolina Construct-able Buildings: Tobacco plantation consumes: indentured labor, wagons, provisions, tools, leather, clothing, wood (any type) produces: tobacco Cotton plantation consumes: indentured labor, wagons, provisions, clothing produces: cotton Farm consumes: indentured labor, settlers, wagons, provisions, tools, clothing produces: provisions Livestock herd consumes: labor, wagons, horses produces: cattle wainwright consumes: labor, wood (any type), tools, leather, produces: wagons shipwright consumes: labor, tools produces: ships as per the crafting system stone quarry (stone block mine renamed) consumes: indentured labor, wagons, provisions, clothing, tools produces: stone blocks hemp plantation consumes: indentured labor, wagons, provisions, clothing, tools produces: hemp pine wood forest consumes: indentured labor, wagons, provisions, clothing, tools produces: pine logs + small proportion of compass wood American trader consumes: labor, provisions, wagons, horses produces: Beaver skin, indentured labor, settlers Fir wood forest consumes: indentured labor, wagons, provisions, clothing, tools produces: fir logs + small proportion of compass wood Live oak forest consumes: indentured labor, wagons, provisions, clothing, tools produces: live oak logs + small proportion of compass wood Oak wood forest consumes: indentured labor, wagons, provisions, clothing, tools produces: oak logs + small proportion of compass wood Butcher consumes: cattle, labor, wagons, tools produces: hides, provisions Tanner consumes: labor, wagons, tools, hides produces: leather Tailor consumes: labor, wagons, tools, leather, cotton produces: clothing, uniforms Carpenter consumes: labor, wagons, tools, produces: Blacksmith consumes: labor, wagons, tools, iron ore, coal or wood (any type) produces: tools, cold steel weapons Foundry consumes: labor, wagons, tools, iron ore, coal produces: cannon as per the crafting system Bank consumes: educated labor produces: allows the owner to lend his money and set interest rates Sail maker consumes: labor, wagons, tools, cotton or linen or flax produces: sails of different quality, depending on materials consumed Garrison consumes: uniforms, muskets, cold steel weapons, provisions produces: soldiers, the total number of which present in a port determines the total number of attacking soldiers needed to capture the port. Georgia WIP! More to come!
  13. Players should be able to send trading ships on runs under ai control, to help keep important ports supplied. If a ship is lost under ai control it is destroyed. Goods transported this way would be sold to the shop in the target port, or delivered to the player's warehouse, depending on the player's choice when setting up the trade run. It should also be possible to ship owned goods from a warehouse in this way. More than one player should be able to join their ai ships together, creating convoys that sail together. It should also be possible to define the route taken by a convoy, and to drop off ships at ports passed. One more added.
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